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ForumsShowcase → Add two parts water, one part stuff, mix thoroghly and let sit for 20 years
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Add two parts water, one part stuff, mix thoroghly and let sit for 20 years
2003-10-12, 7:01 PM #1
[http://www.massassi.net/ec/images/13068.jpg]

I'm only starting a new thread because the other one was 2 pages long and I didn't think anyone would be interested in it.. or something.

Changed the skybox and a bunch of other stuff. I'm working on the lighting a bit...

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I'll admit to Reactor CTF, Duel Abyss, and even the CCCP, but not Sky High! (my first, be kind!) Ok so maybe I will.
http://www.jedilegacy.net/gonk/
2003-10-12, 7:13 PM #2
Wow! It's a new wave in structural engineering! Gonk's recepie for instant structural success!

Quote:
<font face="Verdana, Arial" size="2">Add two parts water, one part stuff, mix thoroghly and let sit for 20 years.</font>


Only 20 years! I need to buy stuff now!

(btw, looking nice there [http://forums.massassi.net/html/wink.gif])

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2003-10-12, 8:25 PM #3
[http://www.massassi.net/ec/images/13072.jpg]

[http://www.massassi.net/ec/images/13073.jpg]

I liked the ion cannon better embedded into the hill... And does that Dreadnaught look to be too big or not big enough?

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I'll admit to Reactor CTF, Duel Abyss, and even the CCCP, but not Sky High! (my first, be kind!) Ok so maybe I will.
http://www.jedilegacy.net/gonk/
2003-10-12, 8:31 PM #4
Pleeaaaaaaassseee don't let the map fall to ruin! Backup, backup, backup.

I think the dreadnought looks a little too small.

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<scribbly handwriting barely resembling name>
Code to the left of him, code to the right of him, code in front of him compil'd and thundered. Programm'd at with shot and $SHELL. Boldly he typed and well. Into the jaws of C. Into the mouth of PERL. Debug'd the 0x258.
2003-10-12, 8:34 PM #5
[http://forums.massassi.net/html/eek.gif] wow... Looks great gonk! The dreadnaught looks fine to me... maybe little too small. Also, how did you do those rock walls? I have tried multiple ways but never succeeded...

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There 10 kinds of people in the world: Those who understand binary arithmetics, and those who don't.
2003-10-12, 8:35 PM #6
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Heke7:
[http://forums.massassi.net/html/eek.gif] wow... Looks great gonk! The dreadnaught looks fine to me... maybe little too small. Also, how did you do those rock walls? I have tried multiple ways but never succeeded...

</font>



Heightmapped, alphamapped, metashadered terrain. Q3map2 style. I should be nice and do a tutorial on it... and you can thank Sine for showing me how to implement the portal skybox. Oh, and I'm backing this up as we speak...

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I'll admit to Reactor CTF, Duel Abyss, and even the CCCP, but not Sky High! (my first, be kind!) Ok so maybe I will.
http://www.jedilegacy.net/gonk/
2003-10-12, 8:47 PM #7
Speechless

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I'm not an actor. I just play one on TV.
Pissed Off?
2003-10-12, 11:04 PM #8
Bah.

You're too good.

*Gets on mIRC to doom GoY if he doesn't update SotD to this*

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Quote:
<font face="Verdana, Arial" size="2">Originally posted by Thrawn42689:
GothicX is the best n00b ever.
</font>
2003-10-13, 2:19 AM #9
two things...
1) That is beautiful. all of it.
2) The dreadnaught looks goos, maybe a little small for a capital class ship. also, since when do they go in the atmosphere? they're SPACE ships. sorry no offence, but i like my SW stuff to be pretty true.

P.S. BEAUTIFUL!!!!!

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*a dancing banana*
"What is and what should never be"
Sector 3027 - AA
Space Station Saber Training
2003-10-13, 2:34 AM #10
A victory class star destroyer can enter an atmosphere. It can't LAND, but it can come close. A dreadnaught is about the same size as a VSD, if not smaller. Certainly, it can enter. And given the size of the ship, that thing is still pretty high. Only in the very top layers of the atmosphere.

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Too many stupid people!

'[sarcastic sneering]
You're waiting for Obi-Wan? Isn't that sweet. Personally, I've decided to wait for the quantum-biological supercomputer. My current system won't support what I have in store for my TC.
[/sarcastic sneering]'
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In any situation where I appear to be false, I assure you I am correct. In such a case, it is, in fact, reality that is mistaken.
2003-10-13, 2:53 AM #11
You can't really judge size in the portal skybox, as its distorted. Due to how the engine renders it, you don't get a true perspective. The skybox is displayed the same relative to your position regardless of where you are. Thusly it always appears to be the same. So, say, a building in it wouldn't appear smaller the further you get away from it, because as far as the engine is concerned, you're NOT further away from it. It's an illusion.

It looks semi-alright size-wise though? I mean in general? I should've gotten some player-level screens... [http://forums.massassi.net/html/smile.gif]

Edit: Also, at some point Bel Iblis apparently had a few dreadnaughts in underground hangars or somesuch deal. I dunno, I don't bother with the EU much.

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I'll admit to Reactor CTF, Duel Abyss, and even the CCCP, but not Sky High! (my first, be kind!) Ok so maybe I will.

[This message has been edited by Gonk (edited October 13, 2003).]
http://www.jedilegacy.net/gonk/
2003-10-13, 6:29 AM #12
Dreadnaughts can land, so you are ok. Needs to be bigger though, I'd say maybe by a third all around.

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*Joren, Legend, Alleged Egomaniac, Thread-Killer, and 6th Grade Spelling Champ*
*Joren, Legend, Alleged Egomaniac, Thread-Killer, 3-time Ban Recipient, and 6th Grade Spelling Champ*
2003-10-13, 7:47 AM #13
im pretty sure some ships can enter the atmosphere otherwise how did the empire get the ATAT's on to hoth?

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famous last words: i dont meen to sound like a dolt,.....bbuuutttt.
famous last words: i dont meen to sound like a dolt,.....bbuuutttt.

Dirge
Dirge II
2003-10-13, 8:05 AM #14
Maybe the Dreadnaut should be higher up? I think it blocks too much of the sky...

Looks nice tho.

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[This message has been edited by Gebohq (edited December 28, 2003).]

2003-10-13, 8:10 AM #15
nice sky box

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^^
00
[01:52] <~Nikumubeki> Because it's MBEGGAR BEGS LIKE A BEGONI.
2003-10-13, 11:20 AM #16
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Darth Alran:
im pretty sure some ships can enter the atmosphere otherwise how did the empire get the ATAT's on to hoth?

</font>


Drop shuttles...

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"The future is not determined by a throw of the dice, but is determined by the conscious decisions of you and me."
I am addicted to ellipses!!! AHHH!!! ...
2003-10-13, 12:05 PM #17
Oh, I think Star Destroyers can land considering what we saw in the end scene with the Clone Troopers going to battle in AOTC. Sure, they may be Star Destroyer beta version, but still. [http://forums.massassi.net/html/smile.gif]

I'm not too concerned about the size of the Dreadnaught. Looks fine to me. But if you are, there are probably reference materials for EU ships somewhere or another.

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[Insert the wittiest, most cynical thing you will ever lay eyes on here.]
[Insert the wittiest, most cynical thing you will ever lay eyes on here.]
2003-10-13, 12:37 PM #18
*drops jaw*

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I perfer him to become a jedi, look into the shaft of his saber and say "mesa jedi" and turn it on, impaling his head and making the theatre erupt in laughter
-Jar Jar Binks Death Description from Yecti.
I was just petting the bunny, and it went into the soup can, and part of my hand went with it. - Red vs Blue
2003-10-13, 12:49 PM #19
Pick that up, Xizor.

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NMGOH
the idiot is the person who follows the idiot and your not following me your insulting me your following the path of a idiot so that makes you the idiot - LC Tusken
2003-10-13, 12:56 PM #20
Sexy!

I just think that, in the second pic, you should make spotlights or something for those lights.

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"The Tenloss Disruptor was outlawed throughout the galaxy because it's such a stupid gun"
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2003-10-13, 2:06 PM #21
I love that Dreadnaught! I was thinking just a little, ensy wensy too large, but thats me. [http://forums.massassi.net/html/tongue.gif]

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The Sniper Missions. Current project, The Sniper Missions

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Completed
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2003-10-13, 3:14 PM #22
Lighting is being toyed with as we speak.. I'm trying to find a nice balance... (and the shadows seem to be the result of what is largely dark textures.)

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I'll admit to Reactor CTF, Duel Abyss, and even the CCCP, but not Sky High! (my first, be kind!) Ok so maybe I will.
http://www.jedilegacy.net/gonk/
2003-10-13, 3:15 PM #23
New screen of the day? [http://forums.massassi.net/html/smile.gif]

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"The Tenloss Disruptor was outlawed throughout the galaxy because it's such a stupid gun"
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2003-10-13, 3:24 PM #24
Steller work as always, Gonk.

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2003-10-13, 3:35 PM #25
I think you already know that your level kicks an uncalculatable amount of @ss.

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Multiplayer Game Alias: II88BlackOps
I CAN'T WAIT FOR JK3, DX2, AND HL2. Play ET at the 58 player Nombliz server!
Corrupted Paths, my WIP for JO. Screens here: http://imagebase.freewebspace.com/photo.html

My quote: "People choose to side with the left, and the others choose to side with the right. I go forward."
2003-10-14, 9:52 AM #26
[http://www.massassi.net/ec/images/13079.jpg]

[http://www.massassi.net/ec/images/13080.jpg]

[http://www.massassi.net/ec/images/13081.jpg]

Zully said he'd make the grass a bit greener per my request once he gets back to school (and his real comp). I'm going to have to either use _minlight or well place entity lights to deal with the darkness, as the textures are very dark and thus don't seem to be catching the light well.. or whatever. Anyways.. Continuing on.

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I'll admit to Reactor CTF, Duel Abyss, and even the CCCP, but not Sky High! (my first, be kind!) Ok so maybe I will.
http://www.jedilegacy.net/gonk/
2003-10-14, 9:58 AM #27
I don't think _minlight is necessary here. It looks so **** good with those shadows. And.. and.. *passes out*

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Quote:
<font face="Verdana, Arial" size="2">Originally posted by Thrawn42689:
GothicX is the best n00b ever.
</font>
2003-10-14, 10:05 AM #28
It seems you like Bespin textures [http://forums.massassi.net/html/smile.gif]

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"The Tenloss Disruptor was outlawed throughout the galaxy because it's such a stupid gun"
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2003-10-14, 10:07 AM #29
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Echoman:
It seems you like Bespin textures [http://forums.massassi.net/html/smile.gif]

</font>


Actually there's only one bespin texture in the entire level. They're primarily custom textures from HFX ( http://www.planetquake.com/hfx/ ), mostly from the evil_5 set, and then mix in one or two things from evil_6, and some standard Raven textures, and that's what I pulled out of it.

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I'll admit to Reactor CTF, Duel Abyss, and even the CCCP, but not Sky High! (my first, be kind!) Ok so maybe I will.
http://www.jedilegacy.net/gonk/
2003-10-14, 10:11 AM #30
That's the sexiest walkway I've ever seen.

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Steal my dreams and sell them back to me.....
Steal my dreams and sell them back to me.....
2003-10-14, 10:20 AM #31
holy crap

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2003-10-14, 12:23 PM #32
How do you do the grid textures so it shows through? I've been wondering this for a while...

Looks sweet, as usual [http://forums.massassi.net/html/biggrin.gif]

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"The future is not determined by a throw of the dice, but is determined by the conscious decisions of you and me."
I am addicted to ellipses!!! AHHH!!! ...
2003-10-14, 12:26 PM #33
It's nice. I do have to disagree with Echoman... I mean, yes it's godly, but yes you do need _minlight perhaps... while the shadows look nice, the textures are pretty dark.

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saberopus
You'll notice I used to be in Jon`C's sig. This is because he wished to transfer my awesome might to himself. Clearly he realized such trasnfer is impossible. --oSiRiS
-Adding a bit of humor (as well as a bit of oSiRiS's might?)
2003-10-14, 12:33 PM #34
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Cool Matty:
How do you do the grid textures so it shows through? I've been wondering this for a while...

</font>


Several things are required. First and foremost the base texture must have an alphachannel assigned to it (which I'm not too informative on because I do not play with textures). Secondly you must then make a shader for the grating, so that the engine knows to display it as it was intended, and not as a simple texture. Then you can do some fun stuff like alphashadows (i.e., seeing the grating's shadows on things below it), lightmap scaling, culling, etc. etc.

If you're interested (or completely lost), here's the shader entry for that grating:
Code:
textures/gonk/evil6grate
{
	qer_editorimage textures/evil6_floors/e6grtfloorceil.tga
	surfaceparm alphashadow
	surfaceparm nonopaque
	surfaceparm trans
	surfaceparm nomarks
	surfaceparm metalsteps
	cull none

	{
		map textures/evil6_floors/e6grtfloorceil.tga
		blendFunc GL_ONE GL_ZERO
		alphafunc GE128
		depthwrite
		rgbGen identity
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		depthfunc equal
		blendfunc filter
		rgbGen identity
	}
}


Technically you can use that for any grating.. all you'd need is the appropriate texture's path relative to Gamedata/base/ (which is where the pk3 will be). This shader will give me an alphashadow, won't cull alphachannel textures behind it, should be giving me metal steps (but that doesn't seem to be working, probably been changed for JA), will be lightmapped, and will be appropriately transparent.

Shaders seem complicated but once you get the general ideas down they're pretty simple.

Edit: Also, instead of showing up under the evil6_floors texture set in Radiant, this shader will appear under my own (originally named) gonk set, which is just a bunch of modified existing textures/shaders and such. (The first line of the shader defines where it will appear and what it will be named in Radiant's texture menu.)

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I'll admit to Reactor CTF, Duel Abyss, and even the CCCP, but not Sky High! (my first, be kind!) Ok so maybe I will.

[This message has been edited by Gonk (edited October 14, 2003).]

[This message has been edited by Gonk (edited October 14, 2003).]
http://www.jedilegacy.net/gonk/
2003-10-14, 1:58 PM #35
Gonk, that looks amazing so far. How are the r_speeds, though? It looks very wide open.

What type of map is this? SP? FFA?

Any chance you can write a tutorial on how to do the terrain texturing?

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2003-10-14, 2:01 PM #36
The r_speeds are my sole worry right now, honestly. I haven't done any kind of optimizations yet, and they can be in the 18000 range, which may or may not be a problem. In the end I'll probably either convert the terrain to a (aesthetically) identical .ase model or somesuch thing, in an effort to save r_speeds.. that and I haven't done hinting or anything like that yet... etc.

Edit: Forgot to answer your other questions. It'll be FFA. It's probably too big for duel, and most likely wouldn't work for CTF, thus it's gonna be relegated to boring old FFA. [http://forums.massassi.net/html/wink.gif] As for a terrain tutorial, I could, but there are several awesome ones lying around the internet that would do quite nicely. The only thing that'd be required by the ones at Tram Design would be some additions for the odd quirks that come with JO/JA. rgoer of the Lucasforums had a mini-tutorial up for that specific part as well.

All that's really required is a basic knowledge of photoshop or paintshop pro (I use the former, personally), EasyGen, a little work in notepad, and a good idea of how to do things with Radiant.

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I'll admit to Reactor CTF, Duel Abyss, and even the CCCP, but not Sky High! (my first, be kind!) Ok so maybe I will.

[This message has been edited by Gonk (edited October 14, 2003).]
http://www.jedilegacy.net/gonk/
2003-10-14, 2:25 PM #37
Creating the terrain brushes is easy. I've done that. Its the other things I have no idea how to do. I tried to follow one of the tutorials I found but it wasn't very clear. [http://forums.massassi.net/html/frown.gif]

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2003-10-14, 2:28 PM #38
I figured that much out, but when applying the texture/shader, how do i apply it to the brush? Do I just put the texture on both sides of the brush? Just one side with caulk on other? That's where I get confused.

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"The future is not determined by a throw of the dice, but is determined by the conscious decisions of you and me."
I am addicted to ellipses!!! AHHH!!! ...
2003-10-14, 2:53 PM #39
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Talion:
Creating the terrain brushes is easy. I've done that. Its the other things I have no idea how to do. I tried to follow one of the tutorials I found but it wasn't very clear. [http://forums.massassi.net/html/frown.gif]

</font>


Ok then.. If it's all alphamapped and textured, what you'll need to do is have EasyGen export the terrain, metashader (q3map2 format), and alphamap to their appropriate places (terrain .map goes in /maps/, metashader must be output to /scripts/, but you have to place it in /shaders/ then, as that's where JO/JA's shaders are located, and the alphamap goes in /base/). Make sure that the metashader is named EXACTLY the same as the .map file for your map, and also make sure that you tell it to use common/terrain for the top faces of the brushes, and system/caulk (instead of common/caulk) for the other faces of the terrain brushes. Then open the metashader in wordpad or notepad or something and fix some stuff.

If you scroll alllll the way to the end of the metashader, you'll find something like this:
Code:
textures/kalima/terrain.vertex
{
	{
		map textures/yavin/dugdirt
		rgbGen vertex
	}
}


What you want to do is change it to look like this:
Code:
textures/kalima/terrain_vx
{
	{
		map textures/yavin/dugdirt
		rgbGen vertex
	}
}


Then you'll want to add in this right at the end of the file:
Code:
textures/common/terrain
{
	qer_editorimage textures/system/terrain
	q3map_terrain
	surfaceparm nodraw
	surfaceparm nolightmap
	surfaceparm nomarks
}


Once all that's done, save the shader, then go into /base/shaders and add your shader's name to the list there. (For example, my metashader is kalima.shader, because my map is kalima.map. So all I added to shaderlist.txt was a line that had "kalima" on it, without the quotes.) Save that, then try a compile. (Make sure you have a player start!) Provided the textures and everything else are in their appropriate spots, use sv_pure 0 (unless the .bsp is in a .pk3 already) to load the map, and it should load everything just fine. And it'll be lightmapped to boot.

Quote:
<font face="Verdana, Arial" size="2">Originally posted by Cool Matty:
I figured that much out, but when applying the texture/shader, how do i apply it to the brush? Do I just put the texture on both sides of the brush? Just one side with caulk on other? That's where I get confused.</font>


That's easy. For the top grate you see in the picture, it's caulked on ALL sides EXCEPT for the top side, which would be the floor to the player. Then there's a space between the other grate brush for the pipes, and the bottom grate brush is caulked on all sides except the bottom. Is that clear enough? If you need me to clarify, just say so. I'll get pics. [http://forums.massassi.net/html/wink.gif]

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I'll admit to Reactor CTF, Duel Abyss, and even the CCCP, but not Sky High! (my first, be kind!) Ok so maybe I will.
http://www.jedilegacy.net/gonk/
2003-10-14, 3:02 PM #40
Young Man! Get yourself off the groung! Young man! laalallaa

S, O T D!

S, O T Deeeeeeeeeeeeee-eeeeeee!

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The Mega-ZZTer's Gaming Haven! - Under Construction
NEW! PHP implementation underway!

[This message has been edited by Gebohq (edited December 28, 2003).]

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